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Generic Event Based Data Collection for Serious Games

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Presented at the CGAT'10 conference held in Singapore.

Published in: Entertainment & Humor
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Generic Event Based Data Collection for Serious Games

  1. 1. Generic Event-Based <br />Data Collection Engine<br />Amith Tudur<br />Entertainment Technology Center<br />Carnegie Mellon University<br />CGAT 2010<br />
  2. 2. The Challenge<br />Design a Data Collection System that is generic enough to collect data from any game that can be developed on the Unity3D game engine.<br />CGAT 2010<br />
  3. 3. Agenda<br /><ul><li>Design model Unity3D game engine</li></ul>CGAT 2010<br />
  4. 4. Agenda<br /><ul><li>Design model Unity3D game engine
  5. 5. Overview of Data Collection</li></ul>CGAT 2010<br />
  6. 6. Agenda<br /><ul><li>Design model Unity3D game engine
  7. 7. Overview of Data Collection
  8. 8. Details about the Framework</li></ul>CGAT 2010<br />
  9. 9. Agenda<br /><ul><li>Design model Unity3D game engine
  10. 10. Overview of Data Collection
  11. 11. Details about the Framework
  12. 12. TARDA</li></ul>CGAT 2010<br />
  13. 13. Agenda<br /><ul><li>Design model Unity3D game engine
  14. 14. Overview of Data Collection
  15. 15. Details about the Framework
  16. 16. TARDA
  17. 17. Q&A</li></ul>CGAT 2010<br />
  18. 18. Unity3D<br />CGAT 2010<br />
  19. 19. Unity3D<br />Objects<br />CGAT 2010<br />
  20. 20. Unity3D<br />Components<br />CGAT 2010<br />
  21. 21. Unity3D<br />Parameters<br />CGAT 2010<br />
  22. 22. Overview<br /> Highly Generic Event Based Data Collection Engine.<br /><ul><li>Objects: Each object is composed of many parameters.
  23. 23. Parameters: Determine the state of the Object at a given time.
  24. 24. Data Collection Engine:Tracks the values of parameters over time.
  25. 25. DCE logs parameters.</li></ul>Objects<br />Components<br />Parameters<br />Generic<br />CGAT 2010<br />
  26. 26. Correlation<br /><ul><li>Value of Parameter State of Object
  27. 27. State of Objects State of the Game
  28. 28. CORRELATE the values of parameters State of the Game</li></ul>CGAT 2010<br />
  29. 29. Data Collection<br />Events, Conditions & Selections:<br /><ul><li>Instant  Condition (WHEN?)
  30. 30. Parameters  Selection ( WHAT? )
  31. 31. Condition + Selection  Event</li></ul>CGAT 2010<br />
  32. 32. Flow<br />Example: Testing a crowd simulationin the event of a bad driver in a public place.<br />Condition: Reckless Car on Sidewalk<br />Parameters: Car Velocity > 50mph, XYZ Coordinates on Pavement<br />Selection: Character locations<br />Data: Character & Car Co-ordinates, Color of the shirt of the person CLOSEST to the car.<br />EVENT<br />CGAT 2010<br />
  33. 33. Framework<br />Client Side:<br /><ul><li>Simply the ‘game’
  34. 34. Opaque data collection</li></ul>Server Side:<br /><ul><li>Editor & Database logging
  35. 35. TARDA dynamically updating DB</li></ul>CGAT 2010<br />
  36. 36. T.A.R.D.A.<br />[ Test Application for Reactive Data Analysis ]<br /><ul><li>Allows the game to be updated in real time.
  37. 37. Crosses over all games played.
  38. 38. Link between External Data Sources and Games.</li></ul>CGAT 2010<br />
  39. 39. T.A.R.D.A.<br /><ul><li>Similar to Remote Admin.
  40. 40. Reads the Database, then inserts a command
  41. 41. Game Queries the Database and runs the command.
  42. 42. Run scripts already present in the game.</li></ul>CGAT 2010<br />
  43. 43. DCE<br />Using the Previous Example…<br /><ul><li>After each player drives on the sidewalk 3 times, the crowd begins to run from the car when it is close them.
  44. 44. After 10 times, the crowd runs from the car when it is in line of sight.
  45. 45. Once this second condition is met in 20 different games played, the crowd automatically runs from the car in all games, no matter what.</li></ul>CGAT 2010<br />
  46. 46. Recap<br /><ul><li>Unity3D game engine
  47. 47. Objects, Components, Parameters</li></ul>CGAT 2010<br />
  48. 48. Recap<br /><ul><li>Unity3D game engine
  49. 49. Objects, Components, Parameters
  50. 50. Overview of Data Collection
  51. 51. Events, Conditions, Selections</li></ul>CGAT 2010<br />
  52. 52. Recap<br /><ul><li>Unity3D game engine
  53. 53. Objects, Components, Parameters
  54. 54. Overview of Data Collection
  55. 55. Events, Conditions, Selections
  56. 56. Framework logs data</li></ul>CGAT 2010<br />
  57. 57. Recap<br /><ul><li>Unity3D game engine
  58. 58. Objects, Components, Parameters
  59. 59. Overview of Data Collection
  60. 60. Events, Conditions, Selections
  61. 61. Framework logs data
  62. 62. Test App 4 Reactive Data Analysis
  63. 63. Dynamically change the game in real-time</li></ul>CGAT 2010<br />
  64. 64. Thank you!<br />amith@cmu.edu<br />CGAT 2010<br />

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